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g.koster

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About g.koster

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    Rocketry Enthusiast
  1. looks a bid what I had with rotating rockets. my question is are the control surfaces facing the backwards. So are they setup for retrograde flying?
  2. Are aerodynamics surfaces suffering from the same problem. So are the also counter rotating when they are in the opposite direction of the command module (root) then they should to compensate rotarion?
  3. Absolute true that is the first part of the build. the strange thing is that the pods seamingly don't have the effect but the engines create a turning motion around the accel of the craft. its not flipping around although of course prograde and retrograde are swapped around. And its only the roptation that is behaving problematic not the turning
  4. thanks see if pasting work https://www.dropbox.com/s/xzxbyl12362cv4i/screenshot2.png?dl=0 it it the engines creating the rotation. if I switch them off the rotation slowly stops. indeed if I use one of the oder p[ods and zay controll from here it doesn't rotate. So defently ad bug in1.0.5 2028
  5. I have a rocked that start turning. I can only thing and that is that the main command pod (root) is upside down. it does this ad launche and in orbital. it has size command pod face forward and the main facing back and three skippers. the same kind of contruction with the main pod facing forward doesn't do this. I'm playing with FAR and some more mods but I don'y think they will influence this. I would place a screen shot of the craft if I could find out how.
  6. Yes it can but with a LOT of contract grinding in flight 3.
  7. NO I'haven't tryed it jet my self. But I want to try it. But first i need for my self to have an idee what is needed. I'm not saying that the craft has to go completely up and down I expect that Tylo and Eve can only be done in a lunar mission way getting a lander down and up when the main craft stays up. All I stated that the craft should leave kerbin influence as one. I hadn't thought that doing the other planets and moons STTO way could be done. This could be an other interesting challange. probably with difficulty putting in eve and tylo. I could put a spacial notation on this challange fo
  8. Dear all, I believe it possible to launch one ship from kerbal and then land a kerbal on all planets and moon and retrieve them. So here is my challenge. special notice for those who do it in a STTO way, maining one ship all the time with no part lost for easy. build only single ship that can leave kerbal sphere of influence that can: a) get back all kerbals on board at any stage suavely back to kerbal can put a kerbal on all planets and moons except for Eve and Tylo c) doesn't use any advanced mods with futuristic drives or the like. d) no cheating for medium. build only si
  9. I take the gauntlet ad least is so far I prove that all science and all money is possible. first launche simple. although this one is science oriented. get at least 25 science. so pack a 6 goo canisters. a pod seven flea's and seven parachutes and fly. next science spend 25 science on three sciences.(basic rocketry, engineering 101, survivability) next flight is about money. so make it far and high. but don't get into orbit. 9 if you want take some science on the way) next upgrade your mission control. next take the contracts lv-T45 landed testing, Bacc landed testing, TT-38k radial decoupler
  10. ok this challenge is pure grinding, as theoretically you can get any money and science from part testing in orbital around Kerbin. hereby I claim that it possible that with craft five you can visit all planets and moons in one go if your computer allows, have all sciences and all upgrades, no matter what difficulty.
  11. I can confirm that the more reputation you get the more contracts will be offered having more stars. AD the beginning you will not get 3 stars contracts and I believe ad 100 you get an additional 2 star contract offered and ad 200 you get your first three stars contract offered. Also I noticed that reputation has a connection to science to be gotten from contracts. Below 0 I didn't get science and above I to get science.
  12. if you play 10% science be aware that any science below 1 will effectively not be transported to the lab. so in effect all sciences on herbal eva's, crew reports, materials bay, barometer, temperature and soil samples. all give below 1 science so give 0 science in the lab I'm not sure if this should be seen as a bug or a feature. But this is not the only place where you will run into this. also when doing getting science from part testing you always get whole numbers. which has effect that 100% (normal) you would get 9 sciences this means that in 10% play you get nothing. I get the feel that
  13. if you play 10% science be aware that any science below 1 will effectively not be transported to the lab. so in effect all sciences on herbal eva's, crew reports, materials bay, barometer, temperature and soil samples. all give below 1 science so give 0 science in the lab
  14. you can stack more fuel tanks on top of one other for one engine
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